[Update]
+GL backend should work now on older and onboard hardware.
+idlsd is now back with a vengeance
+automap fade/color strobing enabled
+source is available for download

[Attention]
This is an unofficial test(no release) since so many things still need to be done.
This version of Doomtest is the one with the GL-/ and Software- scaling backend.
(Just run doomtest.exe or doomtest_gl.exe)
The additional directory 'wad' can be ignored though you can rename the unfinished .lit files from _"mapname".lit to "mapname".lit to make them work - beware that lighting your level this archaic way is a LOT of work and a MAP01.lit will be used for any map01 entry -> a custom and an original map in Doom2 currently will use the same .lit file.

[Limits]
All render limits have been increased partially due to increase of visplane usage in extended mode.

[Source Info]
-a snapshot
-the name DoomNX is just a dev name(Dreamcast who?)
-the project is in VisualStudio2005 format
-it requires MASM(included in full edition)
-many things are not in their proper form yet
-all input/ideas welcome(PM)

[Known issues]
-composite textures that have zero length patches or out of bound patches crash(e.g. trinity college or TNT maps featuring crate textures containing oversized vine/blood patches)
-render mode selection won't get saved as of now
-in multiplayer all players are green

[Megawad Preview]
As a goodie you get the first 3 levels of my megawad as an added bonus.

[Peek]

[NOTE]
Input/thoughts/etc. for both Doomtest and the Megawad preview can be posted in this thread.

[Thanx to]
id - for removing the bore from games,
Fraggle "The Man" - for providing such a wonderful base,
Maes - for sparing me from a heinous bug,
all Doomers for keeping the faith